HitTesting on server followed by SpawnEmitter on each client
I just started using Networking in Unreal for the first time and have a hard time figuring out how to Spawn my beam Effect so every client can see it.
my cpp code looks like this
Can someone explain me what i am doing wrong ? Thanks!
asked Aug 10 '15 at 08:01 AM in C++ Programming
I found the solution. The Weapon Actor was fine all along. The problem is spawning this Actor and setting its owner for replication as its spawned by an other replicated actor.
Here is how to Spawn an Actor inside an other one:
That is only calling the function on the local client that fired the weapon. You need another function to do it. Add another UFunction set to be called on the client (ClientPlayBeam() for instance). Then in the ServerFire() call that function for each client you want it replicated to (non-owning clients).
answered Aug 10 '15 at 08:56 PM
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